307 lines
6.4 KiB
C++
307 lines
6.4 KiB
C++
//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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//=============================================================================//
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#include "cbase.h"
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#include "weapon_csbasegun.h"
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#if defined( CLIENT_DLL )
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#define CWeaponAWP C_WeaponAWP
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#include "c_cs_player.h"
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#else
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#include "cs_player.h"
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#include "KeyValues.h"
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#endif
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#define SNIPER_ZOOM_CONTEXT "SniperRifleThink"
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const int cAWPMidZoomFOV = 40;
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const int cAWPMaxZoomFOV = 10;
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#ifdef AWP_UNZOOM
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ConVar sv_awpunzoomdelay(
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"sv_awpunzoomdelay",
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"1.0",
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0,
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"how many seconds to zoom the zoom up after firing",
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true, 0, // min value
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false, 0 // max value
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);
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#endif
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class CWeaponAWP : public CWeaponCSBaseGun
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{
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public:
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DECLARE_CLASS( CWeaponAWP, CWeaponCSBaseGun );
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DECLARE_NETWORKCLASS();
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DECLARE_PREDICTABLE();
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#ifndef CLIENT_DLL
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DECLARE_DATADESC();
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#endif
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CWeaponAWP();
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virtual void Spawn();
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virtual void PrimaryAttack();
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virtual void SecondaryAttack();
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virtual float GetInaccuracy() const;
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virtual float GetMaxSpeed() const;
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virtual bool IsAwp() const;
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virtual bool Reload();
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virtual bool Deploy();
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virtual CSWeaponID GetWeaponID( void ) const { return WEAPON_AWP; }
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private:
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#ifdef AWP_UNZOOM
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void UnzoomThink( void );
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#endif
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CWeaponAWP( const CWeaponAWP & );
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};
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IMPLEMENT_NETWORKCLASS_ALIASED( WeaponAWP, DT_WeaponAWP )
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BEGIN_NETWORK_TABLE( CWeaponAWP, DT_WeaponAWP )
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END_NETWORK_TABLE()
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BEGIN_PREDICTION_DATA( CWeaponAWP )
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END_PREDICTION_DATA()
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LINK_ENTITY_TO_CLASS( weapon_awp, CWeaponAWP );
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PRECACHE_WEAPON_REGISTER( weapon_awp );
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#ifndef CLIENT_DLL
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BEGIN_DATADESC( CWeaponAWP )
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#ifdef AWP_UNZOOM
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DEFINE_THINKFUNC( UnzoomThink ),
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#endif
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END_DATADESC()
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#endif
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CWeaponAWP::CWeaponAWP()
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{
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}
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void CWeaponAWP::Spawn()
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{
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Precache();
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BaseClass::Spawn();
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}
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void CWeaponAWP::SecondaryAttack()
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{
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const float kZoomTime = 0.10f;
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CCSPlayer *pPlayer = GetPlayerOwner();
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if ( pPlayer == NULL )
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{
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Assert( pPlayer != NULL );
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return;
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}
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if ( pPlayer->GetFOV() == pPlayer->GetDefaultFOV() )
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{
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pPlayer->SetFOV( pPlayer, cAWPMidZoomFOV, kZoomTime );
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m_weaponMode = Secondary_Mode;
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m_fAccuracyPenalty += GetCSWpnData().m_fInaccuracyAltSwitch;
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}
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else if ( pPlayer->GetFOV() == cAWPMidZoomFOV )
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{
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pPlayer->SetFOV( pPlayer, cAWPMaxZoomFOV, kZoomTime );
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m_weaponMode = Secondary_Mode;
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}
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else
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{
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pPlayer->SetFOV( pPlayer, pPlayer->GetDefaultFOV(), kZoomTime );
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m_weaponMode = Primary_Mode;
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}
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#ifndef CLIENT_DLL
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// If this isn't guarded, the sound will be emitted twice, once by the server and once by the client.
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// Let the server play it since if only the client plays it, it's liable to get played twice cause of
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// a prediction error. joy.
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//=============================================================================
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// HPE_BEGIN:
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// [tj] Playing this from the player so that we don't try to play the sound outside the level.
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//=============================================================================
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if ( GetPlayerOwner() )
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{
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GetPlayerOwner()->EmitSound( "Default.Zoom" );
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}
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//=============================================================================
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// HPE_END
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//=============================================================================
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// let the bots hear the rifle zoom
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IGameEvent * event = gameeventmanager->CreateEvent( "weapon_zoom" );
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if ( event )
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{
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event->SetInt( "userid", pPlayer->GetUserID() );
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gameeventmanager->FireEvent( event );
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}
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#endif
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m_flNextSecondaryAttack = gpGlobals->curtime + 0.3f;
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m_zoomFullyActiveTime = gpGlobals->curtime + 0.15; // The worst zoom time from above.
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}
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float CWeaponAWP::GetInaccuracy() const
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{
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if ( weapon_accuracy_model.GetInt() == 1 )
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{
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CCSPlayer *pPlayer = GetPlayerOwner();
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if ( !pPlayer )
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return 0.0f;
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float fSpread = 0.0f;
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if ( !FBitSet( pPlayer->GetFlags(), FL_ONGROUND ) )
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fSpread = 0.85f;
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else if ( pPlayer->GetAbsVelocity().Length2D() > 140 )
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fSpread = 0.25f;
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else if ( pPlayer->GetAbsVelocity().Length2D() > 10 )
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fSpread = 0.10f;
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else if ( FBitSet( pPlayer->GetFlags(), FL_DUCKING ) )
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fSpread = 0.0f;
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else
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fSpread = 0.001f;
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// If we are not zoomed in, or we have very recently zoomed and are still transitioning, the bullet diverts more.
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if (pPlayer->GetFOV() == pPlayer->GetDefaultFOV() || (gpGlobals->curtime < m_zoomFullyActiveTime))
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{
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fSpread += 0.08f;
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}
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return fSpread;
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}
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else
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{
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return BaseClass::GetInaccuracy();
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}
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}
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void CWeaponAWP::PrimaryAttack()
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{
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CCSPlayer *pPlayer = GetPlayerOwner();
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if ( !pPlayer )
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return;
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if ( !CSBaseGunFire( GetCSWpnData().m_flCycleTime, m_weaponMode ) )
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return;
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if ( m_weaponMode == Secondary_Mode )
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{
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float midFOVdistance = fabs( pPlayer->GetFOV() - (float)cAWPMidZoomFOV );
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float farFOVdistance = fabs( pPlayer->GetFOV() - (float)cAWPMaxZoomFOV );
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if ( midFOVdistance < farFOVdistance )
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{
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pPlayer->m_iLastZoom = cAWPMidZoomFOV;
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}
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else
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{
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pPlayer->m_iLastZoom = cAWPMaxZoomFOV;
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}
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#ifdef AWP_UNZOOM
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SetContextThink( &CWeaponAWP::UnzoomThink, gpGlobals->curtime + sv_awpunzoomdelay.GetFloat(), SNIPER_ZOOM_CONTEXT );
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#else
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pPlayer->m_bResumeZoom = true;
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pPlayer->SetFOV( pPlayer, pPlayer->GetDefaultFOV(), 0.1f );
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m_weaponMode = Primary_Mode;
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#endif
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}
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QAngle angle = pPlayer->GetPunchAngle();
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angle.x -= 2;
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pPlayer->SetPunchAngle( angle );
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}
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#ifdef AWP_UNZOOM
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void CWeaponAWP::UnzoomThink( void )
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{
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CCSPlayer *pPlayer = GetPlayerOwner();
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if (pPlayer == NULL)
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{
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Assert(pPlayer != NULL);
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return;
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}
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pPlayer->SetFOV( pPlayer, pPlayer->GetDefaultFOV(), 0.1f );
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}
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#endif
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float CWeaponAWP::GetMaxSpeed() const
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{
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CCSPlayer *pPlayer = GetPlayerOwner();
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if (pPlayer == NULL)
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{
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Assert(pPlayer != NULL);
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return BaseClass::GetMaxSpeed();
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}
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if ( pPlayer->GetFOV() == pPlayer->GetDefaultFOV() )
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{
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return BaseClass::GetMaxSpeed();
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}
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else
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{
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// Slower speed when zoomed in.
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return 150;
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}
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}
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bool CWeaponAWP::IsAwp() const
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{
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return true;
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}
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bool CWeaponAWP::Reload()
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{
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m_weaponMode = Primary_Mode;
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return BaseClass::Reload();
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}
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bool CWeaponAWP::Deploy()
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{
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// don't allow weapon switching to shortcut cycle time (quickswitch exploit)
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float fOldNextPrimaryAttack = m_flNextPrimaryAttack;
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float fOldNextSecondaryAttack = m_flNextSecondaryAttack;
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if ( !BaseClass::Deploy() )
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return false;
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m_weaponMode = Primary_Mode;
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m_flNextPrimaryAttack = MAX( m_flNextPrimaryAttack, fOldNextPrimaryAttack );
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m_flNextSecondaryAttack = MAX( m_flNextSecondaryAttack, fOldNextSecondaryAttack );
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return true;
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}
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